void UCrowdFollowingComponent::PauseMove(FAIRequestID RequestID, bool bResetVelocity) { if (bEnableCrowdSimulation && (Status != EPathFollowingStatus::Paused) && RequestID.IsEquivalent(GetCurrentRequestId())) { UCrowdManager* CrowdManager = UCrowdManager::GetCurrent(GetWorld()); if (CrowdManager) { CrowdManager->PauseAgent(this); } } Super::PauseMove(RequestID, bResetVelocity); }